Move render target texture parameters to renderer gl

This commit is contained in:
2026-06-01 18:11:44 +02:00
parent 7d80afce2f
commit f1e2743d58
6 changed files with 69 additions and 21 deletions

View File

@@ -130,13 +130,15 @@ Known local toolchain state:
upload-type mapping used by legacy `Texture2D` and `RTT` creation. It also
validates image channel-count to OpenGL texture format mapping, including
invalid channel counts rejected by `Texture2D::create(Image)`, and
framebuffer status naming used by `RTT` diagnostics. It also validates
Shape index-type and fill/stroke primitive-mode mapping used by the legacy
mesh draw path, plus the PanoPainter cube-face to OpenGL texture-target
mapping used by `TextureCube`. The PanoPainter shader attribute binding
catalog used by legacy `Shader` creation also lives here. It also owns the
PanoPainter shader uniform catalog and legacy hash mapping used by `Shader`
active-uniform discovery and the uniform uniqueness check.
framebuffer status naming used by `RTT` diagnostics. It also owns and
validates the default linear clamp-to-edge render-target texture parameters
used by `RTT::create`. It also validates Shape index-type and fill/stroke
primitive-mode mapping used by the legacy mesh draw path, plus the
PanoPainter cube-face to OpenGL texture-target mapping used by `TextureCube`.
The PanoPainter shader attribute binding catalog used by legacy `Shader`
creation also lives here. It also owns the PanoPainter shader uniform catalog
and legacy hash mapping used by `Shader` active-uniform discovery and the
uniform uniqueness check.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.